Showing posts with label gemrb. Show all posts
Showing posts with label gemrb. Show all posts

Thursday, November 13, 2008

Open Source Game Engines Updates

OGRE 1.6.0 aka Shoggoth is the newest version of the acclaimed 3D engine. I don't understand anything that's on the changelog, but it obviously goes beyond bugfixing and tweaking. :)



There are no recent pre-compiled packages available, so the source way is the way to go, for now.



The Infinity Engine's clone GemRB had some DONEs added to it's TODO, when version 0.3.1 was released a month ago.



OpenMW, an OGRE-based engine for TES3's game data, is now 0.5-versioned. Considering that the project started in this year's june, this number is quite impressive! Does this mean that we will have a final version of OpenMW by the start of 2009's summer? :D



However, animations, interaction and user interface are not yet implemented. Also: check out these videos that show the progress of the engine so far.



cocos2d-iphone is yet another LGPL-ed game framework and you can probably guess the platform it's designed for :). However, freedom freaks will argue that free software can not exist on an iPhone.



Ignoring all that, I find the Video presentation of the engine very spiffy. It demonstrates all the features in a more entertaining way than the raw text listing over here.



The Kambi VRML game engine now contains a demo of Precomputed Radiance Transfer. It has something to do with real-time lighting I think.

Wednesday, February 20, 2008

Developing Games Takes Time


Zero Projekt


FIFE is starting to come of age. Although their tech-demo collaboration ended after a dispute between the two parties, Zero Project have continued their efforts and have settled on FIFE for their game project which has so far been two years in the making. To celebrate their second birthday they've put up an array of WIP screenshots. FIFE got a nice new layout for it's wiki too.



The Castle 0.8.1 has been released. "The Castle is a first-person shooter game in a dark fantasy setting. Your main weapon is a sword, so the fight is mostly short-range. Three main levels are included, packed with creatures, items, and sounds. The game engine is based on VRML, OpenGL, OpenAL, and all shadows are done by the shadow volumes approach." Interesting but not quite there yet.



Remember the classic game Theme Park (it started off the whole dang 'Theme X' genre)? Followed by the Rollercoaster Tycoon series (1-3)? Well these guys do and they are aiming to recreate, in open source glory, the ultimate theme park game. Theme Park Builder 3D just got it's inaugural source release.



Speaking of projects to create 'the ultimate of their genre', Transport Empire has come back to life. Started by members of the Transport Tycoon community, it had languished for years in the depths of design documents and decision making. Well last year somebody decided enough was enough, grabbed the bull by the horns and started coding - basically throwing the overbearing bureaucracy out of the window. Code is available from SVN and can now be compiled on Linux (for the brave only at the moment). It'll be interesting to see where that one goes in 2008.



Last but not least, one of my favourite projects GemRB released a new version, 0.3.0 and now you can [mostly] play through a bunch of Infinity Engine games (i.e. the Baldur's Gate series). Hopefully somebody will start creating a Free game that uses GemRB. :-)



On to a freeware game, The Silver Lining (a massive fan effort to make a top quality freeware game based on the King's Quest series) have a journal update where they show how they build up the 3D scenes used in the game. It's both pretty and interesting and shows just how much effort is involved for just a single aspect of the game. It's a Windows only game but I guess that's becoming less of a problem these days.

Blog Archive